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Author Topic: Fangs of the Wolf - Game Four Parts III & IV  (Read 828 times)

Offline 7dot62mm

  • Bookworm
  • Posts: 74
Fangs of the Wolf - Game Four Parts III & IV
« on: December 11, 2022, 06:10:31 PM »

Gemigabok presents...
Winter of No Surrender
http://www.saunalahti.fi/~ejuhola/7.62/chainofcommand/WoNS_1-2/index.html
Campaign Eleven – Fangs of the Wolf
Game Four – Parts Three and Four




Winter of No Surrender (WoNS) is a series of Winter War campaigns for Chain of Command and other game systems. This is our playthrough of the eleventh WoNS campaign – Fangs of the Wolf. The campaign is currently in playtest and will be released... later.



We're using Chain of Command rules with the At the Sharp End supplement, loads of special campaign rules, and 20mm figures on an 8x5 ft table. At the time of writing, we have John as Colonel Sharov and Janne as his assistant commander, but Janne did not make it to these games so John played both Red Army platoons. We have Jarkko as Lieutenant-Colonel Susitaival, with Mikko as his assistant command. We're playing on Discord using three 720p HD cameras as most of the players are located at least 600 km from me.



Previously on Fangs of the Wolf:
Campaign Introduction:  https://thewargamersforum.com/viewtopic.php?f=13&t=4954
Game One, Part I: https://leadadventureforum.com/index.php?topic=137031.0
Game One, Part II: https://leadadventureforum.com/index.php?topic=137317.0
Game Two: https://leadadventureforum.com/index.php?topic=137428.0
Game Three, Part I: https://leadadventureforum.com/index.php?topic=137800.0
Game Three, Parts II & III: https://leadadventureforum.com/index.php?topic=138177.0
Game Three, Part IV: https://leadadventureforum.com/index.php?topic=138510.0
Game Four, Parts I & II: https://leadadventureforum.com/index.php?topic=138831.0



THE FINNS, in Blue:

0 Ltn Avela and his messenger team (JL + 4 messengers) (Jarkko)

3rd Platoon (Jarkko):
1 - 1st rifle section
3- 3rd rifle section

4th platoon (Mikko):

5 - 1st rifle section, with platoon sergeant
6 - 2nd LMG section
7 - 3rd rifle section, with platoon leader
8 - 4th LMG section

9 - MMG section from 1st MMG platoon (Jarkko)
10 - MMG section from 2nd MMG platoon (Mikko)


SOVIETS, in Red:

2nd MMG Platoon (Janne):
H - Platoon leader
5 - 1st section
6 - 2nd section

12 – Rifle section
13 - 62 6th Telephone and Semaphore Section (Team)
14 - Workshop 1




As you might remember from Game Four Parts I & II, Group Wolf is attacking Table L, Hallasenaho farm. Thus far the attack – which threatens Workshop 1, a Soviet unit responsible for the repair and maintenance of weapons - has proceeded at a relentless pace and the Soviets have already withdrawn one of their MMG platoons after a short shooting match with the attackers. Therefore only one MMG platoon of four MMGs plus possibly some supports is now facing two Finnish rifle platoons supported by at least two MMGs and the Company command section.

Before the game John messages me that he intends to withdraw on the first or second Russian phase. So this is going to be a short game tonight.

But until then, there is no mercy in a Finnish forest. The battle continues with the Finnish phase.



It is continuing to snow hard, limiting visibility to 18”. The assembled Finnish units once again open fire at the small farmhouse holding the Soviet unit #13, the 6th Telephone and Semaphore Section. This is a team of five men, led by a junior leader and tasked with communicating with the HQ and transmitting their orders to the forces near this farm. For the duration of the game, they have been lying low prone on the floor of the house, trying to survive the near-continuous hail of bullets perforating the timber walls. The walls grant light cover against rifle-caliber weapons and heavy cover against SMGs and pistols. Because of their tactical stance, we upgrade their cover status to heavy and bunker cover, respectively.



Despite this, casualties and shock have been mounting inside the little house. It now becomes too much for the team to handle, and two survivors – the section leader and one telephone techician – scramble out of the house... leaving behind their wounded and dying comrades and all their telephone equipment...



They run away into the woods and have five points of shock... In the woods, they realize that four of their comrades did not make it out of the house, and their heavy thoughts cause them to become pinned.



At the eastern end of the table, Mikko moves his LMG section #6 behind the parked trucks.



There are no live enemies in sight, but towards the north, some 18” away, is an undefended jump-off point. Capturing that would deal a blow to the Soviet Force Morale...



But crossing the field unsupported would be extremely risky... ”Lieutenant,” the section leader hollers, ”no sign of the Russ... but I don't like this!”



Second Lieutenant Kokkonen – Mikko's Senior Leader – sends his rifle section #7 to support the LMG section...



They do not quite make it to the trucks during this move...





In the south, herded by Jarkko's platoon sergeant, the MMG team have reached the Russian trench.





Mikko reinforces his forces by moving his LMG section #8 closer to the trucks...

Meanwhile, in the farmyard, his MMG savages the barn, killing so me more artisans. Both of the workshop's leaders are dead as are three of the workers.





And now it is the Soviet phase. Seeing that his eastern jump-off point is in danger of being overrun, he starts moving his foces east...

He only has one usable command die roll result this phase, so he moves just MMG team #5.












At the farm, all of Mikko's troops again fire at the barn.





There is shouting and cries of the wounded within... the workshop suffer another two points of shock.







In the east, Mikko continues to build his coming attack...



Rifle section #7 has reached the trucks, but more support will be needed before a crossing of the road can be attempted. We're dealing with medium machineguns...



LMG section #8 moves up but at a slow rate. Perhaps they aren't all that excited to advance...









John moves Janne's MMG sections 5 and 6, and the supporting rifle section #12 east. All of his troops seem suprisingly motivated, moving ten or eleven inches at a time even in the woods...



THE FINNS, in Blue:

0 Ltn Avela and his messenger team (JL + 4 messengers) (Jarkko)

3rd Platoon (Jarkko):
1 - 1st rifle section


4th platoon (Mikko):

5 - 1st rifle section, with platoon sergeant
6 - 2nd LMG section
7 - 3rd rifle section, with platoon leader
8 - 4th LMG section

9 - MMG section from 1st MMG platoon (Jarkko)
10 - MMG section from 2nd MMG platoon (Mikko)


SOVIETS, in Red:

2nd MMG Platoon (Janne):
H - Platoon leader
5 - 1st section
6 - 2nd section

12 – Rifle section
13 - 62 6th Telephone and Semaphore Section (Team)
14 - Workshop 1







But the White Bandits are there, lurking behind the trucks, just waiting for a double phase during which to make a dash for the jump-off point, and they cannot be ignored...



John deploys his MMG section #7 from the eastern jump-off point. This is sure to keep the enemies from making any rash attempts towards the jump-off point.





What's more, despite the snow storm, the MMG is now just barely in line of sight of the Finnish LMG section...





The burst of fire mutilates one poor man and causes the section one point of shock...



Meanwhile, MMG section #5 drag their heavy weapon through the snow towards the farm...



From here they can see only one enemy soldier, but of course a heavy support weapon like this cannot be moved and fired in the same phase so for now they must wait for next phase.



The Finns' phase. Mikko's troops fire at the barn, once again. Of the 19 men and officers in the workshop, eleven are now dead and the remaining eight have nine points of shock. They are now pinned.



Next, Mikko needs to prevent his SMG team from being shot up by the Russian machinegun looming in the forest to the north. He orders the team to run into the yard and take cover there, which they eagerly do.





Here they are safe from the MMG, but quite exposed to the pinned men of the workshop in the barn. But Mikko calculates that John is not going to activate them, as the loss of unactivated supply troops do not count against Force Morale but that of activated would.



Beyond the barn and the trucks, on the other side of the road, John has brought Janne's supporting rifle section #12.



At the eastern end of the woods, John's MMG section #5 suddenly appears and is immediately targeted by the two Finnish sections behind the trucks... they suffer two points of shock.



John deploys the last MMG section of his platoon, #8...



The appearance of two MMG sections this phase means that Mikko's two depleted Finnish sections are now facing no fewer than three Red Army MMGs and a full rifle section...



Even worse, the current Finnish positions behind the trucks and the snow blizzard do not really enable Mikko to efficiently add more units to the firefight, there really isn't much room for that.




THE FINNS, in Blue:

0 Ltn Avela and his messenger team (JL + 4 messengers) (Jarkko)

3rd Platoon (Jarkko):
1 - 1st rifle section

4th platoon (Mikko):
11 – Platoon leader 2nd ltn Kokkonen and two messengers
5 - 1st rifle section, with platoon sergeant
7 - 3rd rifle section
8 - 4th LMG section

10 - MMG section from 2nd MMG platoon (Mikko)


SOVIETS, in Red:

2nd MMG Platoon (Janne):
H - Platoon leader
5 - 1st  section
6 - 2nd section
7 - 3rd section
8 - 4th section

12 – Supporting Rifle section
14 - Workshop 1



Mikko knows that he also isn't going to be able to match the Russians' firepower, which we calculate to be around 46 dice per phase, if John were able to roll his command dice perfectly, which is of course unlikely. In this campaign the Russians have four regular command dice plus a Blue Die, which only counts if it is a 5 or a 6.



Mikko therefore needs to reduce enemy firepower BEFORE his troops are cut to shreds by it. He expends a CoC die and has his LMG section shoot at the Red Army MMG team #5.

The Russians are upset by the furous fire and they suffer another three points of shock...



Jarkko brings in reinforcements as he still has undeployed troops. LMG section #2 appears in the south.









Lieutenant Avela advances with his HQ.



Mikko has a double phase, so he again targets the Soviet MMG... the fire is devastating and one man falls down grievously wounded, and they get so many points of shock that they become pinned...



Section 7 throws a smoke pot. Smoke grenades weren't much used in the Winter War but smoke pots were much more common. While smoke grenades cause a -1 to hit, smoke pots are 6” of blocking smoke.



The pot lands perfectly and blocks most of rifle section #12's firing sector. Playing very skillfully, Mikko has therefore in one phase reduced the enemy's firepower from 46 down to around 27...









Closer to the farm, Jarkko has been worried about possible patrolling armored vehicles suddenly appearing from off-table, like in Game Three, so he has placed their machine gun onto overwatch towards the south.



But the Finns need more firepower at the farm...



...so the gunners dismantle their gun and heave the parts onto their shoulders, heading north.





The Russians' phase.



John places rifle section #12 on overwatch.



But then... something very unexpected happens. Howling, 81mm mortar bombs careen down from the sky, striking the Finnish deployment areas... multiple explosions shake the earth!



Mikko has rolled a quadruple six on his command dice causing a random event!











Offline 7dot62mm

  • Bookworm
  • Posts: 74
Re: Fangs of the Wolf - Game Four Parts III & IV
« Reply #1 on: December 11, 2022, 06:11:31 PM »



Most of the Finnish sections under the barrage suffer a point or two of shock, but Mikko's MMG team loses its leader... but there is no Force Morale effect.













THE FINNS, in Blue:

0 Ltn Avela and his messenger team (JL + 4 messengers) (Jarkko)

3rd Platoon (Jarkko):
1 - 1st rifle section
2 - 2nd LMG section
3- 3rd rifle section

4th platoon (Mikko):

5 - 1st rifle section, with platoon sergeant
6 - 2nd LMG section
7 - 3rd rifle section, with platoon leader
8 - 4th LMG section

9 - MMG section from 1st MMG platoon (Jarkko)
10 - MMG section from 2nd MMG platoon (Mikko)


SOVIETS, in Red:

2nd MMG Platoon (Janne):
H - Platoon leader
5 - 1st  section
6 - 2nd section
7 - 3rd section
8 - 4th section

12 – Rifle section
13 - 62 6th Telephone and Semaphore Section (Team)
14 - Workshop 1



A couple of weeks later we continue the game...



It's still Mikko's phase.



Unfortunately just about all of his troops are underneath the barrage so he cannot do much...



Still, he is able to command some of his teams to fire covering fire on the MMGs.











The pinned machinegun which is being suppressed by covering fire is fairly useless...



Despite that, the Finns behind the trucks aren't at all confident that they'll be able to prevail against the two fully operational MMGs...



The leader of the Russian MMG section #8 orders the gunner to shoot Sustained Fire. In the campaign, this is a Special Fire Mode creating a beaten zone of 6" radius from aiming point. Any unit (friendly or enemy) will be shot at using Overwatch Fire rules at half normal firepower (rounded down) when acting in the beaten zone.











John needs to get the pinned MMG section #5 out of the sight of the enemy. In CoC this would be virtually impossible but our house rule permits a pinned unit to withdraw if the withdrawal path runs in equivalent or better cover and does not take the unit closer to any enemy unit. Also shock does not affect the speed of withdrawal.

The platoon leader gives the order and the MMG men retreat further into the woods, out of sight. 



Mikko's Finns now ”only” face two MMGs and an infantry section...



More help is on the way, but the 12” visibility places severe limitations are to where the other troops could be placed...



Jarkko is bringing his men forward, the MMG leaves the Russian trench and advances towards the farmhouse, supported by the 4th LMG section.






The machinegunners are eager to get a shot at the enemy, they run like the wind and reach the fence...







The other Finns there continue shooting at the barn, which still houses the Workshop artisans...



...whose morale finally breaks and they escape from the barn using the second floor window, run over the road and sprint over to the MMG platoon leader there...



Of the 19 men in the workshop, only six throroughly shell-shocked men make it into the woods!



At the sime time, Jarkko's platoon sergeant moves east, in order to command the second LMG section...



… he reaches close enough and orders them forward...





It is the Soviet phase. John orders his supporting rifle section #12 to shift along the edge of the woods. This brings them to a position from which they can bring their considerable firepower (16 FP) to bear on the Finns.



The Russian MMG section #8 is still shooting Sustained Fire, peppering the trucks with furoius fire, but now John has his MMG section #7 go on Sustained Overwatch. This is another special fire mode for MMGs in the campaign and refers to machine guns using their brutal firepower to immediately target any enemy action in their overwatch sector. This works like regular overwatch but lasts for as many shooting actions as the machine gun team has loaders, until the end of the Turn, or until a Leader orders the machine gun to stop performing Sustained Overwatch or to do something else.



This puts Mikko's rifle section #7 and the LMG section #6 in considerable peril, as any actions by them will result in up to 15 dice of firepower being applied to them...





Mikko needs to extract his men from this situation, but he expects that even that will prove costly. The platoon leader, vänrikki (2nd Lieutenant) Kokkonen commands the two sections to retreat... As LMG section #6 is firing covering fire at one of the MMGs, section #7 pulls out first...



Moving tactically, they retreat from the trucks into the safety of the woods. The green-tracered  machinegun bullets ravage the trucks but cause only a single point of shock to section #7.



Next, LMG section #6 pulls out, keeping low and tactical but still pursued by ferocious hails of bullets... one of the men is struck in the back and he falls down, grievously wounded.



This is bad, but not as bad as Mikko predicted. He has successfully extricated his two sections from the dangerous position.



But there is no going back to the trucks as the Russians there have an excellent field of fire and can respond to any advance on this front.



As the eastern end of the table is a no-go zone, the Finns must advance through the now liberated farmyard... prodded by the platoon sergeant, Jarkko's LMG section #4 jump over the fence...







Next, Mikko moves the rifle team of his rifle section #5 from the fence to behind one of the workshop trucks.




 


The section leader of #5 orders the rifle team to cross the road...





... they are a bit slow and only get halfway over the road...







Mikko moves his LMG section #8 towards the fence. They are not motivated and only move three inches...





Jarkko's LMG section #2 moves to the fence...



….and LMG section #4 join his MMG section #9.





Jarkko has rolled a double phase. His MMG team moves to the other corner of the fence



From here they are able to target the Russian MMG team #6 on the other side of the road... the LMG section #4 also enters the farmyard but only a couple of their men close enough to see the enemy.











In the west, Jarkko brings his rifle section #3 to flank the enemy forces. John does not have many undeployed units left, so this is a concern...





















Jarkko has rolled yet another double phase. The MMG opens fire on the Russians!



The fire proves devastating and three gunners fall stricken into the snow... the team also suffers one point of shock.

Offline 7dot62mm

  • Bookworm
  • Posts: 74
Re: Fangs of the Wolf - Game Four Parts III & IV
« Reply #2 on: December 11, 2022, 06:11:59 PM »






The Finnish LMG team's three riflemen – the only ones who can see the enemy – add their fire to the devastation and the Russian team gets another two points of shock.



In the farmyard, LMG section #2 advances cautiously...



Jarkko has rolled yet another double phase, despite the fact that we reduce one command die after every double phase!



The fire is again deadly, the section leader is hit and two more men die, and the section accrues another three points of shock!



The sole remaining MMG gunner flees the fight, dragging the wounded gun leader with him...



The PM1910 machinegun and the section's ammunition-bearing horse are left to the Finns.

This setback drops the Russian Force Morale from 7 to 6, but John uses his CoC die to prevent a roll for the wounding of the section leader.

Now Mikko uses his CoC die to end the Turn.



This causes the Russians to lose one of their remaining jump-off-points, the one in the farmyard.



The Russian Force Morale drops to 6.



Now John declares he is withdrawing... the Russian machinegunners are last seen heading north.



The game is over, the Finns have won.



This was the table where I was thinking the Russians might be victorious. They had placed the entire machinegun company plus two rifle platoons here, which gave them a total of ten MMGs plus those two rifle sections in this game.

What's more, it was for once a daytime scenario where the longer range of machineguns might be used. If not, the Finns should have had huge problems close-assaulting MMGs... Of course the unforeseen snow storm soon hampered visibility to a great extent.



This was the third time we played the Motti scenario and now we saw it required some more work as the JoPs can end up really close to each other. The initial double phase by Mikko (he always seems to roll one when it is most needed) took out the two closest Russian Jump-off Points which they were counting on for defence of the farm. Had the Russians been able to deploy into their trenches before the Finns got there, the battle would have evolved rather differently.

But what happened to John's intention to withdraw after a phase or two? Well, the game went so well for him that he decided to play not only that evening, but the next evening as well :)



The Soviets chose to withdraw one platoon early in the game, which then left the remaining platoon to be overwhelmed by the more mobile Finns.



As the battle is over, we now calculate the cost. The Force Morale difference of five points returns five Finns to the ranks before casualties are counted.

Jarkko's (vänrikki Kaipainen) 3rd platoon loses only one man whereas Mikko's (vänrikki Kokkonen) 4th platoon's losses are one man dead and two missing until Campaign Turn 8. In previous, pre-campaign fighting both platoons had lost one man each and thus they are for the moment down two and five men respectively, which is about ten percent of their strength.



The PM1910 MMG which the Russians left in the woods when they fled is ignored by the Finns when they fail their capture roll. They do capture the MMG team's horse and one of the broken MMGs found in the barn, figuring it could perhaps be fixed. Also the Finns deem that one of the workshop trucks is very interesting as it contains many useful power tools.

The Opinion of the men of 1st Company – which suffered somewhat in Game Three - rises to +2. 



Arriving by car from his visit to the HQ in Kajaani, Lieutenant-Colonel Susitaival is very conscious of the change in mood. After a day with the talkative and social men of the Bicycle Battalion 6  – who are from the eastern Finnish province of Savo – the contrast with these dour and mostly silent Kuusamo men of 16th Independent Battalion is palpable.

But the news are good! Captain Breitholtz tells him: Avela says he has captured Hallasenaho Farm. They've also captured lots of trucks and the losses of the enemy are considerable. Avela says he's lost a few men but nothing serious.” 

Great, good job! Send my thanks to 1st company,. Susitaival says as his Opinion rises to +3.

He pulls out a map from his briefcase and spreads it onto the snow-encrusted roof of the car. With a gloved finger he points to the the location of the bridge, and shows the Captain:




So, we've now split the Russians into three separate encirclements. This must be causing them some serious problems. Also, as we now occupy the areas all around the bridge (Table M), the Russians there are completely surrounded. I think we'll need to take them out right now. Doing so will free some of our people for other operations and also enable us to destroy the bridge if we want to prevent the Russians vehicles from moving about.

I agree, Breitholtz says, though the scout teams say there are lots of the Russ in that motti. I'll send 3rd company to take the bridge. 

Nodding, Lt. Col Susitaival folds his map neatly, and replaces it in his briefcase. It is going to be a bad night for the Russians.





Meanwhile, in the Russian camp... the losses are higher, not only because of the Force Morale difference but also because they do not have access to the dressing station, the closest thing to a field hospital in this part of the woods. Therefore the lightly wounded do not recover from their wounds.

The MMG company's command group has lost three men dead and one is missing. 1st MMG platoon has lost two section leaders and three men dead, and one man is missing.



The 2nd MMG platoon has also lost three men dead and one is missing. The Opinion of the MMG Company falls to -2.

The radio team lost two men while one is MIA. Workshop 1 was decimated in the fighting, losing both foremen and five men dead, plus three men missing.



Meanwhile, in an undisclosed location, Colonel Sharov has the news about the loss of the farm and his Opinion falls by two points to -4.

 ”Comrades! This is grave news but we will not be discouraged by the actions of these White Bandits. They will lose this war, mark my words. But as I've said all along, we must not allow all of our resources and forces to be put to jeopardy fighting for every single farm, especially since now we can no longer repair any broken weapons because of the loss of Workshop 1. From now on, we must think carefully before commiting forces to any battle.” The rest of the HQ nod, apparently approvingly. Outside, the sun is falling below the horizon, and the temperature seems to be getting lower.



Join us next time for some more Winter War action!


More on Fangs of the Wolf:
Campaign Introduction:  https://thewargamersforum.com/viewtopic.php?f=13&t=4954
Game One, Part I: https://leadadventureforum.com/index.php?topic=137031.0
Game One, Part II: https://leadadventureforum.com/index.php?topic=137317.0
Game Two: https://leadadventureforum.com/index.php?topic=137428.0
Game Three, Part I: https://leadadventureforum.com/index.php?topic=137800.0
Game Three, Parts II & III: https://leadadventureforum.com/index.php?topic=138177.0
Game Three, Part IV: https://leadadventureforum.com/index.php?topic=138510.0
Game Four, Parts I & II: https://leadadventureforum.com/index.php?topic=138831.0

The minis:
http://thewargamersforum.com/viewtopic.php?f=38&t=790
http://thewargamersforum.com/viewtopic.php?f=84&p=46130
https://thewargamersforum.com/viewtopic.php?f=86&t=4987
https://thewargamersforum.com/viewtopic.php?f=88&t=5133
https://thewargamersforum.com/viewtopic.php?f=89&t=5199
https://thewargamersforum.com/viewtopic.php?f=90&t=5282


Some of our Chain of Command campaigns and games:
Rajajoki Station http://thewargamersforum.com/viewtopic.php?f=13&t=4857
Fire in the Sky http://thewargamersforum.com/viewtopic.php?f=13&t=4055
April 9th http://thewargamersforum.com/viewtopic.php?f=13&t=3636
Citadel – The Breakthrough – Grossdeutschland Attack at Kursk  http://thewargamersforum.com/viewtopic.php?f=13&t=1353

Other Games:
The Drive on Minsk; http://thewargamersforum.com/viewtopic.php?f=13&t=815
Unternehmen Nordwind: http://thewargamersforum.com/viewtopic.php?f=13&p=30957

Our Clubs:
GeMiGaBoK: http://www.the-ancients.com/gemigabok/
Stadin Strategit: https://www.facebook.com/groups/474796192532203
« Last Edit: December 11, 2022, 06:28:32 PM by 7dot62mm »

Offline MaleGriffin

  • Mastermind
  • Posts: 1724
  • Don't bother running.... You'll just die tired....
Re: Fangs of the Wolf - Game Four Parts III & IV
« Reply #3 on: December 12, 2022, 01:52:12 AM »
Excellent! And thank you for all the links!
Hoc quoque transibit
Sanguinem sistit semper

 

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